我正在将一块opengl 移植到webgl,并且我正在尝试模拟texture3d。不知何故出了点问题。
不需要插值,因为它仅用于计算。我不确定原始代码的几何部分,现在通过纹理获取每层属性。
更新:好的,我重写了纹理 3d 函数,我仍然遇到一些问题:
const vec3 volumeTextureSize = vec3( 256.0, 128.0, 32.0 );
const vec2 imageSize = vec2( 1024.0, 1024.0 );
vec2 uvFromUvw( vec3 uvw ) {
const vec3 size = volumeTextureSize;
const vec2 layersPerDim = size.xy / imageSize.xy;
const vec2 pixelsPerLayer = imageSize / layersPerDim;
// normalized in
float layer = floor(uvw.z * size.z);
float layerX = mod(layer, layersPerDim.x);
float layerY = floor(layer / layersPerDim.x);
vec2 layerUv = vec2(layerX, layerY) * pixelsPerLayer;
vec2 layerSpaceUv = (uvw.xy * size.xy) / layersPerDim;
vec2 uv = layerSpaceUv + layerUv;
uv /= imageSize;
return uv;
}
vec4 texture3D( sampler2D tex, vec3 uvw ) {
vec2 uv = uvFromUvw( uvw );
return texture2D(tex, uv);
}
vec3 uvwFromUv( vec2 uv ) {
const vec3 size = volumeTextureSize;
const vec2 layersPerDim = imageSize.xy / size.xy;
const vec2 pixelsPerLayer = imageSize / layersPerDim;
vec2 normUv = uv / imageSize;
vec2 layerUv = floor(vec2(normUv * layersPerDim.xy));
vec3 uvw = vec3(0.0);
uvw.z = floor(layerUv.x + floor( layerUv.y * layersPerDim.x));
uvw.xy = uv - (layerUv * pixelsPerLayer.xy);
// normalized coords
// uvw.xy /= size.xy;
uvw.z /= layersPerDim.x * layersPerDim.y;
return uvw;
}
这是我要移植的原始代码:
glActiveTexture(GL_TEXTURE0 + deltaJUnit);
glGenTextures(1, &deltaJTexture);
glBindTexture(GL_TEXTURE_3D, deltaJTexture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB, RES_MU_S * RES_NU, RES_MU, RES_R, 0, GL_RGB, GL_FLOAT, NULL);
glFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, deltaJTexture, 0);
for (int layer = 0; layer < RES_R; ++layer) {
setLayer(jProg, layer);
.. also set uniforms
drawQuad();
}
和 glsl
#ifdef _VERTEX_
void main() {
gl_Position = gl_Vertex;
}
#endif
#ifdef _GEOMETRY_
#extension GL_EXT_geometry_shader4 : enable
void main() {
gl_Position = gl_PositionIn[0];
gl_Layer = layer;
EmitVertex();
gl_Position = gl_PositionIn[1];
gl_Layer = layer;
EmitVertex();
gl_Position = gl_PositionIn[2];
gl_Layer = layer;
EmitVertex();
EndPrimitive();
}
#endif